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//====== Copyright � 1996-2003, Valve Corporation, All rights reserved. =======
//
// Purpose:
//
//=============================================================================
#include "cbase.h"
#include "tier0/vprof.h"
#include "animation.h"
#include "studio.h"
#include "apparent_velocity_helper.h"
#include "utldict.h"
#include "portal_playeranimstate.h"
#include "base_playeranimstate.h"
#include "movevars_shared.h"
#ifdef CLIENT_DLL
#include "C_Portal_Player.h"
#include "C_Weapon_Portalgun.h"
#include "c_te_effect_dispatch.h"
#include "particle_parse.h"
#else
#include "Portal_Player.h"
#include "Weapon_Portalgun.h"
#endif
#define PORTAL_RUN_SPEED 320.0f
#define PORTAL_CROUCHWALK_SPEED 110.0f
ConVar anim_forcedamaged( "anim_forcedamaged", "0", FCVAR_CHEAT | FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY, "Force the player to use the secondary damaged animations." ); ConVar anim_min_collision_speed_threshold("anim_min_collision_speed_threshold", "195.f", FCVAR_CHEAT | FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY );
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pPlayer -
// Output : CMultiPlayerAnimState*
//-----------------------------------------------------------------------------
CPortalPlayerAnimState* CreatePortalPlayerAnimState( CPortal_Player *pPlayer ) { // Setup the movement data.
MultiPlayerMovementData_t movementData; movementData.m_flBodyYawRate = 720.0f; movementData.m_flRunSpeed = PORTAL_RUN_SPEED; movementData.m_flWalkSpeed = -1; movementData.m_flSprintSpeed = -1.0f;
// Create animation state for this player.
CPortalPlayerAnimState *pRet = new CPortalPlayerAnimState( pPlayer, movementData );
// Specific Portal player initialization.
pRet->InitPortal( pPlayer );
return pRet; }
//-----------------------------------------------------------------------------
// Purpose:
// Input : -
//-----------------------------------------------------------------------------
CPortalPlayerAnimState::CPortalPlayerAnimState() { m_pPortalPlayer = NULL;
// Don't initialize Portal specific variables here. Init them in InitPortal()
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pPlayer -
// &movementData -
//-----------------------------------------------------------------------------
CPortalPlayerAnimState::CPortalPlayerAnimState( CBasePlayer *pPlayer, MultiPlayerMovementData_t &movementData ) : CMultiPlayerAnimState( pPlayer, movementData ) { m_pPortalPlayer = NULL;
// Don't initialize Portal specific variables here. Init them in InitPortal()
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : -
//-----------------------------------------------------------------------------
CPortalPlayerAnimState::~CPortalPlayerAnimState() { }
//-----------------------------------------------------------------------------
// Purpose: Initialize Portal specific animation state.
// Input : *pPlayer -
//-----------------------------------------------------------------------------
void CPortalPlayerAnimState::InitPortal( CPortal_Player *pPlayer ) { m_pPortalPlayer = pPlayer; m_bInAirWalk = false; m_flHoldDeployedPoseUntilTime = 0.0f; m_bLanding = false; m_bWasInTractorBeam = false; m_bFirstTractorBeamFrame = false; m_bBridgeRemovedFromUnder = false; m_bDying = false;
m_nDamageStage = DAMAGE_STAGE_NONE;
m_fNextBouncePredictTime = 0.0f; m_fPrevBouncePredict = 4.0f; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPortalPlayerAnimState::ClearAnimationState( void ) { m_bInAirWalk = false; m_vLastVelocity = vec3_origin; m_bLanding = false; m_bWasInTractorBeam = false; m_bFirstTractorBeamFrame = false; m_bBridgeRemovedFromUnder = false; m_bDying = false;
m_nDamageStage = DAMAGE_STAGE_NONE;
BaseClass::ClearAnimationState(); }
//-----------------------------------------------------------------------------
// Purpose:
// Input : actDesired -
// Output : Activity
//-----------------------------------------------------------------------------
Activity CPortalPlayerAnimState::TranslateActivity( Activity actDesired ) { Activity translateActivity = BaseClass::TranslateActivity( actDesired );
// if injured
if ( m_nDamageStage == DAMAGE_STAGE_FINAL ) { switch ( translateActivity ) { case ACT_MP_STAND_IDLE: { translateActivity = ACT_MP_STAND_SECONDARY; break; } case ACT_MP_RUN: { translateActivity = ACT_MP_RUN_SECONDARY; break; } } }
if ( GetPortalPlayer()->GetActiveWeapon() ) { translateActivity = GetPortalPlayer()->GetActiveWeapon()->ActivityOverride( translateActivity, false ); }
return translateActivity; }
//-----------------------------------------------------------------------------
// Purpose:
// Input : event -
//-----------------------------------------------------------------------------
void CPortalPlayerAnimState::DoAnimationEvent( PlayerAnimEvent_t event, int nData ) { Activity iWeaponActivity = ACT_INVALID;
#if defined CLIENT_DLL
RANDOM_CEG_TEST_SECRET(); #endif
switch( event ) { case PLAYERANIMEVENT_ATTACK_PRIMARY: case PLAYERANIMEVENT_ATTACK_SECONDARY: { CPortal_Player *pPlayer = GetPortalPlayer(); if ( !pPlayer ) return;
CWeaponPortalBase *pWpn = pPlayer->GetActivePortalWeapon();
if ( pWpn ) { // Weapon primary fire.
if ( GetBasePlayer()->GetFlags() & FL_DUCKING ) { RestartGesture( GESTURE_SLOT_ATTACK_AND_RELOAD, ACT_MP_ATTACK_CROUCH_PRIMARYFIRE ); } else { RestartGesture( GESTURE_SLOT_ATTACK_AND_RELOAD, ACT_MP_ATTACK_STAND_PRIMARYFIRE ); }
iWeaponActivity = ACT_VM_PRIMARYATTACK; } else // unarmed player
{ } break; } case PLAYERANIMEVENT_JUMP: { m_bInAirWalk = false; m_bLanding = false; BaseClass::DoAnimationEvent( event, nData ); break; } case PLAYERANIMEVENT_DIE: { m_bDying = true; break; } case PLAYERANIMEVENT_FLINCH_CHEST: case PLAYERANIMEVENT_FLINCH_HEAD: case PLAYERANIMEVENT_FLINCH_LEFTARM: case PLAYERANIMEVENT_FLINCH_RIGHTARM: case PLAYERANIMEVENT_FLINCH_LEFTLEG: case PLAYERANIMEVENT_FLINCH_RIGHTLEG: { IncreaseDamageStage(); BaseClass::DoAnimationEvent( event, nData ); break; } default: { BaseClass::DoAnimationEvent( event, nData ); break; } }
#ifdef CLIENT_DLL
// Make the weapon play the animation as well
if ( iWeaponActivity != ACT_INVALID ) { CBaseCombatWeapon *pWeapon = GetPortalPlayer()->GetActiveWeapon(); if ( pWeapon ) { pWeapon->SendWeaponAnim( iWeaponActivity ); } } #endif
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPortalPlayerAnimState::Update( float eyeYaw, float eyePitch ) { // Profile the animation update.
VPROF( "CPortalPlayerAnimState::Update" );
// Get the player
CPortal_Player *pPlayer = GetPortalPlayer(); if ( pPlayer == NULL ) return;
// Get the studio header for the player.
CStudioHdr *pStudioHdr = pPlayer->GetModelPtr(); if ( !pStudioHdr ) return;
// Check to see if we should be updating the animation state - dead, ragdolled?
if ( !ShouldUpdateAnimState() ) { ClearAnimationState(); return; }
// Store the eye angles.
m_flEyeYaw = AngleNormalize( eyeYaw ); m_flEyePitch = AngleNormalize( eyePitch );
// Compute the player sequences.
ComputeSequences( pStudioHdr );
if ( SetupPoseParameters( pStudioHdr ) ) { // Pose parameter - what direction are the player's legs running in.
ComputePoseParam_MoveYaw( pStudioHdr );
// Pose parameter - Torso aiming (up/down).
ComputePoseParam_AimPitch( pStudioHdr );
// Pose parameter - Torso aiming (rotation).
ComputePoseParam_AimYaw( pStudioHdr ); }
// Store this for collision results
GetOuterAbsVelocity( m_vLastVelocity ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CEG_NOINLINE void CPortalPlayerAnimState::Teleport( const Vector *pNewOrigin, const QAngle *pNewAngles, CPortal_Player* pPlayer ) { QAngle absangles = pPlayer->GetAbsAngles(); m_angRender = absangles; m_angRender.x = m_angRender.z = 0.0f; if ( pPlayer ) { #if defined GAME_DLL
CEG_PROTECT_MEMBER_FUNCTION( CPortalPlayerAnimState_Teleport ); #endif
// Snap the yaw pose parameter lerping variables to face new angles.
m_flCurrentFeetYaw = m_flGoalFeetYaw = m_flEyeYaw = pPlayer->EyeAngles()[YAW]; } }
void CPortalPlayerAnimState::TransformYAWs( const matrix3x4_t &matTransform ) { QAngle qOldAngles = vec3_angle; QAngle qAngles;
qOldAngles[YAW] = m_flEyeYaw; qAngles = TransformAnglesToWorldSpace( qOldAngles, matTransform ); m_flEyeYaw = qAngles[YAW];
qOldAngles[YAW] = m_flGoalFeetYaw; qAngles = TransformAnglesToWorldSpace( qOldAngles, matTransform ); m_flGoalFeetYaw = qAngles[YAW];
qOldAngles[YAW] = m_flCurrentFeetYaw; qAngles = TransformAnglesToWorldSpace( qOldAngles, matTransform ); m_flCurrentFeetYaw = qAngles[YAW]; }
bool CPortalPlayerAnimState::ShouldLongFall( void ) const { CPortal_Player *pPortalPlayer = GetPortalPlayer();
return ( m_bWasInTractorBeam || m_bBridgeRemovedFromUnder || ( !pPortalPlayer->GetTractorBeam() && pPortalPlayer->GetAirTime() > 2.0f && pPortalPlayer->GetAbsVelocity().AsVector2D().Length() < 450.0f ) ); }
//-----------------------------------------------------------------------------
// Purpose:
// Input : *idealActivity -
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CPortalPlayerAnimState::HandleMoving( Activity &idealActivity ) { float flSpeed = GetOuterXYSpeed(); CPortal_Player *pPortalPlayer = GetPortalPlayer();
// If we're off the ground and not moving, do an airwalk
bool bOnGround = ( pPortalPlayer->GetFlags() & FL_ONGROUND ); if ( bOnGround == false ) { if ( m_bWasInTractorBeam || m_bBridgeRemovedFromUnder ) { idealActivity = ACT_MP_LONG_FALL; } else { idealActivity = ACT_MP_AIRWALK; }
m_bInAirWalk = true; } else { CEG_GCV_PRE(); static const int CEG_SPEED_POWER = CEG_GET_CONSTANT_VALUE( PaintSpeedPower ); CEG_GCV_POST(); bool bHasSpeedPower = pPortalPlayer->GetPaintPower( CEG_SPEED_POWER ).m_State == ACTIVE_PAINT_POWER;
#ifdef CLIENT_DLL
if ( engine->HasPaintmap() && !bHasSpeedPower && !pPortalPlayer->IsLocalPlayer() ) { // FIXME: Is this doing extra work in splitscreen?
// Non-local players don't update paint powers on the client because this has to happen in gamemovement!
// Quickly figure out if speed paint should be active
CPortal_Player::PaintPowerInfoVector activePowers; pPortalPlayer->ChooseActivePaintPowers( activePowers );
PaintPowerConstRange activeRange = GetConstRange( activePowers ); for( PaintPowerConstIter i = activeRange.first; i != activeRange.second; ++i ) { const PaintPowerInfo_t &newPower = *i; if ( newPower.m_PaintPowerType == CEG_SPEED_POWER ) { bHasSpeedPower = true; } }
// Clear the surface information
// NOTE: Calling this after Activating/Using/Deactivating paint powers makes sticky boxes not very sticky
// and that's why I moved it back over here. -Brett
pPortalPlayer->ClearSurfacePaintPowerInfo(); } #endif
if ( flSpeed > MOVING_MINIMUM_SPEED && bHasSpeedPower ) { idealActivity = ACT_MP_RUN_SPEEDPAINT; } else if ( flSpeed > MOVING_MINIMUM_SPEED ) { m_flHoldDeployedPoseUntilTime = 0.0; idealActivity = ACT_MP_RUN; } else if ( m_flHoldDeployedPoseUntilTime > gpGlobals->curtime ) { // Unless we move, hold the deployed pose for a number of seconds after being deployed
idealActivity = ACT_MP_DEPLOYED_IDLE; } else { return BaseClass::HandleMoving( idealActivity ); } }
if ( idealActivity == ACT_MP_RUN && anim_forcedamaged.GetBool() ) { idealActivity = ACT_MP_RUN_SECONDARY; }
return true; }
//-----------------------------------------------------------------------------
// Purpose:
// Input :
// Output :
//-----------------------------------------------------------------------------
Activity CPortalPlayerAnimState::CalcMainActivity() { Activity idealActivity = BaseClass::CalcMainActivity(); if ( HandleBouncing( idealActivity ) || HandleLanding() || HandleTractorBeam( idealActivity ) || HandleInAir( idealActivity ) ) { if ( idealActivity == ACT_MP_DOUBLEJUMP && m_eCurrentMainSequenceActivity != ACT_MP_DOUBLEJUMP ) { m_pPlayer->SetCycle( 0 ); } }
if (idealActivity == ACT_MP_STAND_IDLE && anim_forcedamaged.GetBool()) { idealActivity = ACT_MP_STAND_SECONDARY; } return idealActivity; }
//-----------------------------------------------------------------------------
// Purpose:
// Input : *idealActivity -
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CPortalPlayerAnimState::HandleDucking( Activity &idealActivity ) { if ( ( GetBasePlayer()->GetFlags() & FL_DUCKING ) || GetBasePlayer()->m_Local.m_bDucking || GetBasePlayer()->m_Local.m_bDucked ) { if ( GetOuterXYSpeed() < MOVING_MINIMUM_SPEED ) { idealActivity = ACT_MP_CROUCH_IDLE; } else { idealActivity = ACT_MP_CROUCHWALK; }
return true; } return false; }
bool CPortalPlayerAnimState::HandleDying( Activity &idealActivity ) { if ( m_bDying ) { if ( m_bFirstDyingFrame ) { // Reset the animation.
RestartMainSequence(); m_bFirstDyingFrame = false;
#ifdef CLIENT_DLL
//DispatchParticleEffect( "bot_death_B_gib", GetPortalPlayer()->WorldSpaceCenter(), GetPortalPlayer()->GetAbsAngles(), GetPortalPlayer() );
#endif
}
if ( GetPortalPlayer()->m_Shared.InCond( PORTAL_COND_DEATH_CRUSH ) ) { idealActivity = ACT_MP_DEATH_CRUSH; } else { idealActivity = ACT_DIESIMPLE; }
return true; } else { if ( !m_bFirstDyingFrame ) { m_bFirstDyingFrame = true; } }
return false; }
bool CPortalPlayerAnimState::HandleInAir( Activity &idealActivity ) { CPortal_Player *pPortalPlayer = GetPortalPlayer(); if ( pPortalPlayer->GetFlags() & FL_ONGROUND ) { return false; }
if ( m_bWasInTractorBeam || m_bBridgeRemovedFromUnder ) { m_bLanding = true; idealActivity = ACT_MP_LONG_FALL; return true; } else { Vector vecVelocity; GetOuterAbsVelocity( vecVelocity ); if ( vecVelocity.z > 300.0f || m_bInAirWalk ) { // In an air walk.
m_bJumping = false; idealActivity = ACT_MP_AIRWALK; m_bInAirWalk = true; m_bLanding = true; return true; } }
return false; }
ConVar sv_bounce_anim_time_predict( "sv_bounce_anim_time_predict", "0.2", FCVAR_REPLICATED ); ConVar sv_bounce_anim_time_continue( "sv_bounce_anim_time_continue", "0.5", FCVAR_REPLICATED );
bool CPortalPlayerAnimState::HandleBouncing( Activity &idealActivity ) { CPortal_Player *pPortalPlayer = GetPortalPlayer(); float fNextBounceOffsetTime = pPortalPlayer->PredictedBounce(); bool bPredictedBounce = fNextBounceOffsetTime < sv_bounce_anim_time_predict.GetFloat(); if ( bPredictedBounce || pPortalPlayer->GetPortalPlayerLocalData().m_fBouncedTime + sv_bounce_anim_time_continue.GetFloat() > gpGlobals->curtime ) { // They're anticipating to hit a bounce soon
if ( bPredictedBounce ) { pPortalPlayer->OnBounced( fNextBounceOffsetTime ); }
m_bJumping = true; m_bInAirWalk = true; m_bLanding = true; idealActivity = ACT_MP_DOUBLEJUMP; return true; }
return false; }
bool CPortalPlayerAnimState::HandleTractorBeam( Activity &idealActivity ) { if ( GetPortalPlayer()->GetPortalPlayerLocalData().m_hTractorBeam.Get() ) { if ( m_bFirstTractorBeamFrame ) { RestartMainSequence(); m_bFirstTractorBeamFrame = false; }
m_bWasInTractorBeam = true;
idealActivity = ACT_MP_TRACTORBEAM_FLOAT; return true; } else { if ( !m_bFirstTractorBeamFrame ) { RANDOM_CEG_TEST_SECRET_PERIOD( 8, 15 ); m_bFirstTractorBeamFrame = true; } }
return false; }
bool CPortalPlayerAnimState::HandleLanding() { // Check to see if we were in the air and now we are basically on the ground or water.
if ( m_bLanding && GetBasePlayer()->GetFlags() & FL_ONGROUND ) { m_bJumping = false; m_bInAirWalk = false; m_bLanding = false; m_bWasInTractorBeam = false; m_bBridgeRemovedFromUnder = false; RestartMainSequence(); RANDOM_CEG_TEST_SECRET_PERIOD( 91, 172 ); RestartGesture( GESTURE_SLOT_JUMP, ACT_MP_JUMP_LAND ); return true; }
return false; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CPortalPlayerAnimState::HandleJumping( Activity &idealActivity ) { Vector vecVelocity; GetOuterAbsVelocity( vecVelocity );
// Jumping.
if ( m_bJumping ) { if ( m_bFirstJumpFrame ) { m_bFirstJumpFrame = false; RestartMainSequence(); // Reset the animation.
}
// Don't check if he's on the ground for a sec.. sometimes the client still has the
// on-ground flag set right when the message comes in.
else if ( gpGlobals->curtime - m_flJumpStartTime > 0.2f ) { // In an air walk.
m_bJumping = false; idealActivity = ACT_MP_AIRWALK; m_bInAirWalk = true; }
// if we're still jumping
if ( m_bJumping ) { idealActivity = ACT_MP_JUMP_START; } }
if ( m_bJumping ) return true;
return false; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CPortalPlayerAnimState::SetupPoseParameters( CStudioHdr *pStudioHdr ) { CPortal_Player *pPortalPlayer = ToPortalPlayer( GetBasePlayer() ); if ( pPortalPlayer && ( pPortalPlayer->m_Shared.InCond( PORTAL_COND_TAUNTING ) || pPortalPlayer->m_Shared.InCond( PORTAL_COND_DROWNING ) ) ) return false;
return BaseClass::SetupPoseParameters( pStudioHdr ); }
void CPortalPlayerAnimState::IncreaseDamageStage() { if ( m_nDamageStage < DAMAGE_STAGE_FINAL ) { //Disable this for E3
//m_nDamageStage++;
} }
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